Interface

Interface Reference

The Audio Ribbon Editor interface is divided into the main toolbar, the ribbon list, and the inspector panel for the selected ribbon.

Interface Overview Interface Overview

Main Toolbar

Located at the top of the window, these controls affect the tool state or all ribbons.

Control Description
Add New Ribbon Creates a new audio ribbon and enters drawing mode. Click on the terrain to place nodes.
Remove All Deletes all ribbons in the scene. This action can be undone via the Edit menu.
Lock Shape Toggles between Node Editing and Rigid Movement.
- Unlocked: You can select and move individual nodes to reshape the path.
- Locked: The ribbon maintains its shape, and the gizmo moves the entire object at once.
Toggle Gizmo Shows or hides the 3D transform gizmo for the selected node or ribbon.

Ribbon List

Displays all audio ribbons in the scene.

  • Selection: Click a row to select that ribbon for editing.
  • Name: Click the text field to rename the ribbon.
  • Visibility: Toggle the “Eye” or “Lock” icon to Enable/Disable the ribbon’s audio.
  • Delete: Click the trash icon to remove the specific ribbon.

Inspector Panel

Controls for the currently selected ribbon.

General Controls

Control Description
Go To Ribbon Moves the camera to focus on the selected ribbon.
Conform to Surface Snaps all nodes of the ribbon to the highest surface below them. Checks Terrain, River Objects, and Water Planes and snaps to whichever is highest.
Quad/Single Toggles between Single Emitter (Ambient) and Quad Emitter modes.
Up/Down Flips the vertical orientation of the ribbon (useful if the “Top” surface is facing the wrong way).
Surface/Volume Toggles between using the ribbon as a 2D Surface (flat) or a 3D Volume (ellipsoid).

Properties

  • Speed (m/s): A global parameter sent to the audio engine. This often controls the pitch or flow speed of the sound event.
  • Depth (m): Sets the vertical depth/thickness of the ribbon.
    • In Volume Mode, this defines the vertical range where the sound is at max volume.
    • In Surface Mode, this offsets the emitter from the base node position.

Mix & Events

This section allows you to bind FMOD events to the emitter channels. All events must be valid FMOD event paths (e.g., event:>Ambient>...).

For Single (Ambient) Mode:

  • Emitter: The single event path.
  • Mute: Toggle to silence the emitter (useful for A/B testing).

For Quad Mode:

  • Front / Rear / Left / Right: Individual event paths.
    • Front: Sound heard when looking along the flow.
    • Rear: Sound heard when looking against the flow.
    • Left/Right: Sounds heard from the banks/sides.
  • Mute Controls: Individual mute toggles for each channel. Use these to verify your spatial setup (e.g., mute everything but “Front” to ensure the sound source is behaving as expected).
Last modified: December 3, 2025

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